Baldur's Gate 3
Continuation of the cult series of role-playing games. A mysterious, otherworldly power awakens within you as your brain becomes a container for an illithid larva. The new abilities that she gives you give rise to a monster inside, and you lose everything that was before - home, friends, future. However, power grows with darkness, and it will be your salvation in a cruel world where gods, devils and sinister otherworldly forces are at war for the Forgotten Realms. In this vast, diverse world, every square meter is filled with secrets, and almost everything is available for exploration - from the depths of the Underdark to the glittering rooftops of the Upper City. You have to use your new abilities and knowledge to overcome obstacles and explore this world. But in addition to secrets and dangers, another test awaits you - to keep in touch with the brotherhood, because only together can you face the threats and determine the future of the Forgotten Realms. What mark you leave in this world and whether you can survive is up to you.
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Baldur's Gate 3 – Find a cure: quest walkthrough

“Find a cure” is a task in the game Baldur's Gate 3. It can be obtained after completing the prologue: “Escape from the Nautiloid”. The goal of “Find a Cure” is to find a way to get rid of the parasite that lives in your brain. Completing “Finding a Cure” will move the story forward.

Contents:


How to complete the Find a Cure quest in Baldur's Gate 3

When you regain control after the Nautiloid crashes, head northeast to find a corpse that you can loot. Near the corpse is Shadowheart, who is unconscious and lying on the ground (X:271 Y:217). Interact with her and you will have three choices:

  1. Push her away.
  2. Try to get the artifact.
  3. Leave.

If you choose the first option, she will wake up and then ask how it is possible that both of you are alive. You will then have two answer options:

  1. I was hoping you might know this.
  2. It doesn't matter - we survived.

Choosing the first option will cause her to say that she only remembers the ship and falling from it, and then nothing. Then you will have to choose one of three answer options:

  1. What's next?
  2. Do you have any idea where we are?
  3. What happened to our Githian friend?

If you choose the second option, she will say that she doesn't recognize the place. She will then add that first you need to find supplies, shelter, and most importantly, a healer for those monsters that live in your heads. This will bring up 3 more dialog options:

  1. "We"? Do you want to stay together?
  2. What happened to our Githyanki friend?
  3. Really, I'd better move on. Goodbye.

If you choose the first option, she will say that you both need each other and it is difficult for her to imagine a more suitable company. You will then have the option to go together or break up, with dialogue options appearing:

  1. Okay, let's go.
  2. No. This is where we part ways.

Option Okay, let's move – will join her to your party regardless of whether you saved her aboard the nautiloid. If you did save her, she will remember this in conversation. This action also starts the task Daughter of Darkness, which is a companion quest Shadowheart.

Continue along the main path and search for items you can find on the ground, such as barrels, a sack, and a backpack, which may contain cosmetic or useful items. Immediately ahead you will find a book titled “Shanti for the Bitch Princess“, located on the destroyed bridge on the right (X: 304 Y: 265). On the left, next to the destroyed bridge, you can pick up the “Scented Letter” from the corpse of the Fisherman lying on the ground (X: 294 Y: 268).

We continue to move forward to achieve Ancient door, which opens the 'Overgrown Ruins' waypoint (circle of ancient signs), indicated by purple runes on the nearby stone wall. However, to enter, we need to first pick the lock. Don't worry, you can always come back here later.

If you didn't save Shadowheart from the capsule in the quest Escape from the nautiloid, then you have to find her at the entrance to the ruins.


We go to the west, where we meet Intelligence Eaters like 'We'. We have to fight three of them. It's best to start a ranged attack and focus on one enemy at a time. If your team has Shadowheart, be sure to use Guide Bolt or Wound to deal damage from a distance.

The Intelligence Eaters are heavily injured, and if they attack you, you may get a tutorial on how to revive fallen units. Shadowheart can also use Healing Word for treatment if necessary. Don't forget to apply Shield of Faith on those who did not die next to the Intelligence Devourer.

It is possible to use stealth and sneak past, but it's quite difficult. You'll need a character capable of stealth to try this trick.

After you destroy all the Intelligence Eaters, several prompts will appear on the screen. Using Short Rest is the best way to restore HP and other resources, and can only be used outside of combat. Once you earn enough experience points, you can level up your character. Using Long Rest will end the current day and fully restore HP, spells, and actions you've used. It will also restore access to a Short Rest, since you can only use it twice before a Long Rest. When a character is fainted or unconscious, he can wake up when his HP is restored. You can take a Short Rest, restore them with healing, or use a Help Action.


Explore the area and search anything you can find, then head west. Continue following the main path and you will come across a destroyed Nautiloid wreck. A little higher up on the hill, you'll find Astarion, a tall vampire elf and potential companion, screaming for help (X:176 Y:284). He says he chased down one of the Intelligence Eaters hiding in the grass. He then asks if you can kill him, just like the others. From now on you will have three answer options:

  1. Easily. Step aside.
  2. Kill yourself - judging by the look, you are quite capable of it
  3. Leave.

If you choose the first option, it turns out to be a trap, and suddenly a boar jumps out of the grass, and Astarion gets into a stance with a dagger. You will have three answer options:

  1. Take it away. We don't need to fight.
  2. If this is a robbery, then you're doing a bad job, elf.
  3. One more step and I'll make you eat this knife.

If you choose the first option, Astarion will begin to become suspicious of you, saying that he saw you exit the Mind Eater ship before being interrupted by the worms in your brain. He asks what happened, and you have several answers:

  1. This is the worm of the intellect devourer - it has bound us.
  2. To be honest, I have no idea.
  3. Put the knife away and I'll tell you everything.

If you choose the first option, Astarion will calm down and stand in place. He then apologizes and you will have three more dialogue options:

  1. Apology accepted. I might have done the same thing if the roles were reversed.
  2. Glad to see we're all on the same page now.
  3. You better have more than an “apology.”

If you choose the second option, Astarion will introduce himself and say that he was at Baldur's Gate when the Intelligence Eaters kidnapped him. You then have three dialogue options:

  1. [BALDUR] Introduce yourself - are you from Baldur too?
  2. Tell him your name and your story.
  3. Leave.

You can select any of the above options and then it will ask if you know anything about worms. You have three answer options:

  1. Yes unfortunately. They will turn us into illithids.
  2. I know that we don’t need such rubbish in our heads.
  3. I don't know more than you.

You can choose any of the above options and then it will suggest that maybe if you find someone who can control these things, there is still time. You then have four response options:

  1. Control? We need to get rid of them.
  2. You must come with me. Together we have more chances.
  3. I need to move, but you can take refuge in my camp.
  4. I've already wasted enough time here. Goodbye.

If you choose the first option, you will get the same three answer options as above:

  1. You must come with me. Together we have more chances.
  2. I need to move, but you can take refuge in my camp.
  3. I've already wasted enough time here. Goodbye.

If you choose You should come with me, he will follow you and accompany you further. Go back to where you came from and you will see a boar jumping out of the grass. If you interact with a scared boar, you will have four response options:

  1. Watch the boar to see what it is doing.
  2. [TRAINING] Raise your palms to calm the boar.
  3. To attack.
  4. Leave.

If you choose the second option, you will have to undergo verification dice for wisdom, and failing a skill check will spook the boar and it will flee the area.

Now head northeast to the crash site. You'll notice footprints on the ground where dead goblins are lying, and you can search their bodies to find items and supplies. Continue along the path and then head southwest, where you will encounter a wounded Intelligence Eater (X:180 Y:325). Interact with him and you will have three response options:

  1. Give in to your emotions.
  2. It is not right. Retreat.
  3. No. You're supposed to be furious... aren't you?

Selecting the first option will give you two more answer options:

  1. [INTELLIGENCE] Focus on his thoughts.
  2. Take advantage of the pause and break free.

Selecting the first option and passing the skill check will show you that you can offer yourself to the intellect devourer as a source of power. This will give you two more answer options:

  1. Give in to your feelings - get closer
  2. [WISDOM] Resist the invasion with all your might.

By choosing the second option and passing a skill check, you can prevent yourself from being offered up. You now notice that the intellect devourer is exhausted and its eyes radiate malice. You have two answer options:

  1. Send this creature to the next world.
  2. Leave him to die slowly.

Choosing the first option will cause your character to crush the intellect eater's head and kill it. You can then search his corpse for items.

Now head north, then climb onto the platform and continue up the road. Your character will notice that he hears screams ahead. Then Shadowheart will add a comment that we should check this out. Along the way, you will come across a mound with a shovel sticking out of it.

You can start digging and you will find a chest from which you can loot items.


Moving forward you will find Lae’zel, locked in a wooden cage, and two tieflings discussing whether to kill her or leave her to the goblins (X:242 Y:357). You can communicate with Laezel without even speaking to each other, thanks to the parasites in your head. Laezel tells you to get rid of the tieflings, and you have several options to respond:

  1. Aren't you asking too much, sitting in a cage?
  2. Don't worry - I'll deal with them one way or another.
  3. [Deception] This thing is dangerous. Let's run from here! Leave her to me!
  4. [PERSUASION] Lower the trap. This thing must be killed before it can harm anyone.
  5. Attack the tieflings.
  6. Walk away.

Choosing the first option will allow Lae’zel contact you telepathically and tell you that she knows a way to get rid of the creatures living inside our heads. Then Shadowheart reminds you that Lae’zel was determined to leave her to die when you were all inside the Nautiloid and that you couldn't trust her. You will have to choose from the following four options:

  1. [Deception] This thing is dangerous. Let's run from here! Leave her to me!
  2. [PERSUASION] Lower the trap. This thing must be killed before it can harm anyone.
  3. Attack the tieflings.
  4. Leave.

Choosing the first option will require a successful skill check, and passing this check will cause the tieflings to agree with you. Damais will then mention something about checking the explosion. You can either ask about it or leave:

  1. Explosion? I need details.
  2. Leave.

Asking for details will cause Damais to tell you that an explosion rocked their camp, so they went out to watch. You can now use Persuasion to ask where the camp is or leave:

  1. [BELIEF] I urgently need healing. Where is this camp located?
  2. Leave.

Selecting the first option will require a successful skill check, and passing this check will cause Damais to tell you the location of the camp. He says the camp is to the northwest and when you get there, look for Nettie. Nimessa then joins the conversation, telling you to be careful as there are goblin traps all over the place. Once the tieflings are gone, Laezel demands that you release her, and your next options will look like this:

  1. Now that they're far away, of course.
  2. Say please".
  3. Leave.

Choosing the second option will not cause Laezel to say the word. Astarion и Shadowheart will approve your decision. Then you can try to free her after the dialogue.


exclamation

After freeing Laezel, interact with her to start a conversation. She says the longer we wait, the more the parasite eats away at the brain. She also says that her people have a cure for this infection, and she wants you to join her in finding the Manger. Shadowheart enters the conversation and tells you to be careful, she warns you not to let her take advantage of you, as she sees your kindness as weakness. Your next options will look like this:

  1. And what is a nursery...?
  2. Maybe you can at least say “thank you.”
  3. Okay, we're going together. Let's find this manger.
  4. We'll go our separate ways, I think.

The choices that will matter are choices 3 and 4. The first two choices will only prolong the conversation. When asked about the Manger, Laezel explains that it is many things, including an incubator, a training ground, and a shelter.

Now you need to decide whether to go on the road with her or go your own way. If you decide to join her, Shadowheart will not approve of this choice. She expresses her confidence in your decision, but does not trust Lae’zel. Laezel suggests asking Zorru, a tiefling who has seen the Githyanki, the location of other Githyanki.

NOTE: The next section of the walkthrough takes place after entering Emerald Grove and fights with goblins. Defeat them and go through the rising gate!

Next, go to the coordinates (X:206 Y:477) and interact with Zevlor . He thanks you for your help during the goblin attack and introduces himself. Your next options will look like this:

  1. I am [Player Name].
  2. What kind of place is it?
  3. I will accept gratitude in coins.

Selecting the first option will cause him to warn you that visitors are no longer welcome at Emerald Grove. He explains that no matter what brought Us to this place, We should quickly resolve our affairs and leave, because the Druids are rampant, and the latest attack has only strengthened their resolve. Your next options will look like this:

  1. I have no complaints about the Druids.
  2. Why do they want to kick you out?
  3. Have there been many attacks similar to this attack?
  4. I won't stay long - I just need a healer.

Choosing the third option will show you that there have been several attacks and the druids blame the “Outlanders” who attracted them, so no one else is welcome. He says that they cannot stay, but leaving is also not an option, because they will be killed. Your next options will look like this:

  1. This ritual - is there a way to convince the Druids to stop it?
  2. I need a doctor.
  3. What brought you here?
  4. Leave.

Choosing the first option will show that he has already tried to convince the Druids, but the new leader of the Druids, Kaga, does not even want to see him. He asks if you can persuade Kaga even if it's none of your business. He believes that you can persuade her since you saved this place. Your next options will look like this:

  1. I'll try to do what I can.
  2. I'm sorry. I have my own problems.
  3. Maybe if you help me find a healer.
  4. What do you offer for my help?

Selecting the third option will show you that you can find healer Nettie in the inner grove with other druids. Your next options will look like this:

  1. I'll find her. And I'll talk to Kaga
  2. Enough about the ritual. I have my own problems.
  3. Leave.

Choosing the first option will cause dissatisfaction Astarion, if you choose the second option, Zevlor will then say that he is indebted to you and ask you to convince the Druids before more lives are lost. The conversation will end here and you can continue.


exclamation

After talking with Kagoi go to the druids room (X:-443 Y:-6) and you will find Nettiewho is trying to heal a wounded bird. As soon as you interact with her, she will ask you to wait a moment.

Your next set of options will look like this:

  1. Is there anything I can do to help?
  2. I'll wait patiently.
  3. Sorry, but I'm more important than some bird.
  4. Leave.

If you choose to wait patiently, you'll see her cast a spell that instantly heals the bird. She will then ask how she can help you. Your next set of options will look like this:

  1. I'm looking for Nettie.
  2. I need help. Now.
  3. Healing. Looks like I've come to the right place.

If you say you need healing, she will look at you and say you look healthy enough. Your next set of options will look like this:

  1. It would be unfair not to say. I have... uh... a maggot in my head
  2. It's not just fatigue. Something crawled into my eye.
  3. Right. Yes, I'm... very tired.

If you tell her about the parasite, you will be presented with the following options:

  1. Do you know about them? Can you help me?
  2. Are there others? .
  3. However, forget it. I'll find help elsewhere!

If you choose the first option, she will say that she will try to help. Now you need to follow her to the laboratory. You will see a butchered drow on the table. She will say that he had the same problem as you, and that this drow attacked her in the forest with goblins, and soon after that something crawled out of his head. Your next set of options will look like this:

  1. Do the drow and I have the same parasite?
  2. I would like some less radical medicine
  3. So you killed him and laid him out on the table?
  4. What, now the mind flayers are catching every second person?

If you choose the first option, she will tell you that you actually have the same parasite. She will also mention that Halsin knows more about it, as he studied them, and that is why he went on the expedition. She will then say that she will see what she can do. Your next set of options will look like this:

  1. Thank you, I'm ready for anything.
  2. What kind of plant is this? Will it help?
  3. Come on, treat me already. I don't have time to talk.

If you choose the first option, she will ask you to talk about what has already happened and if you have any symptoms. Your next set of options will look like this:

  1. I can connect my mind with another infected.
  2. I fell from a ship in the sky, but something caught me. Saved my life.
  3. The intellect devourer communicated with me as if I were one of his relatives.
  4. No

If you choose the first option, she will ask how you got infected with this parasite. Your next set of options will look like this:

  1. On the mind flayer's ship - I was kidnapped and infected.
  2. I don't know. I just woke up with this in my head.
  3. You ask a lot of questions.
  4. Okay, will you heal me or not?

If you choose the first option, she will say that you are dangerous, but you have a kind soul. She will then ask you to swear that as soon as you show symptoms, you will ingest the Wyvern Poison that she gives you.

Your next options will look like this:

  • I thought you could cure me? Isn't that what this spike of yours is for?
  • I swear.
  • Fine. Pass it to me.
  • No. I won't take poison from a woman I don't trust.

If you ask her about the thorn, she will tell you that it is coated with deadly poison and it was the last resort if she couldn't trust you. She says she has no cure, only a way to ease the suffering. She will then apologize for misleading you.

You will receive the same answer options as before, except for the one you just selected. If you swear to take poison if you develop symptoms, you will be approved Lae’zelbut disapproval Shadowheart и Astarion. Nettie hopes it won't come to that, but thanks you, then gives you Wyvern Poison. She then says that she has been treating people all her life and has never encountered a parasite infection, and suddenly there are dozens of people like you. And she is surprised that the infected should have turned into illithids long ago, but the infected seem completely normal.

Your next options will look like this:

  • What do you mean “should” transform?
  • You probably learned something by studying them.
  • Just tell me whether there is a cure or not.

If you choose the first option, she will explain that illithids reproduce by infecting someone with their parasite, and after seven days the victim is transformed and a new illithid is born. The one that resides in your brain is different from their records, as it grants you telepathic abilities and does not turn you into one of them.

Your next options will look like this:

  • So do you think it's only a matter of time?
  • Is this... good news?
  • You said you were tracking other victims. Have they turned into brain eaters?

If you choose the first option, she will tell you that people infected like you converged on the old temple of Selune, and this forced Halsin to join the seekers, but whatever he found there, he did not return.

Your next options will look like this:

  • What do you want me to do?
  • So? Should I go and save him?
  • Do you think he's still alive?

If you choose the first option, she will say that she has already sent birds to find Halsin, but the place is overrun by goblins and no one can get close. But maybe you could go there since she says they wouldn't kill someone carrying their parasite. She says that if you can find and save Halsin and find out what he learned, there is a chance it could save your life. Your next options will look like this:

  • Okay, I'll find Halsin.
  • It seems you're asking me to risk my life for a bleak prospect.
  • Are you sure he can cure me?
  • This sounds like suicide. I won't do this.

If you choose the first option, she will thank you. She would like to tell you more, but only those treasure hunters who went with Halsin know what happened. She will then remind you of the vow you made and say goodbye.


Return to the area where you liberated Laesel (X:242 Y:357), continue south and then turn west. You will see a Circle of Ancient Signs on the wall (X:224 Y:324). Interact with it, you can touch it or ignore it:

  • Touch the symbol.
  • Leave.

Selecting the first option will cause your character to try to touch the symbol, but then a slight shock will prevent you from doing so. Then a hand will appear from the symbol. Your next options will look like this:

  • Imagine how nice it would be to tear this hand off
  • Who are you?
  • Slap your hand.
  • [POWER] Grab your hand and pull.
  • [MAZER] [CHARISM] Resonate with the sigil's magic, then command it to calm down.
  • It's too dangerous. Leave him to his own devices.

The first two options can be chosen without any consequences. Options 3 to 5 can affect the development of the plot. Selecting the third or fourth option will require a successful skill check to pull him out of this portal.

After successfully extracting him from the portal, he will introduce himself. This is Gale, a human wizard and potential companion. After the introduction, he says that he remembers you from Nautiloid. From here you will have three options:

  • Yes, it's true.
  • Ignore the Nautiloid. How did you get into this stone?
  • You don't trust this person. Take your weapon.

Selecting the first option will cause him to say that he assumes that you too have been infected by a parasite inside your brain. You can choose to continue the conversation or tell him it's his business.

  • Continue…
  • I couldn't have phrased it more repulsively.
  • This hardly concerns you.

Choosing the first option will reveal what is happening to you and your current companions, called Ceremorphosis, in which, after a certain period of time, a parasite that has entered our brain will turn us into illithids. He then asks if you are a healer. You have the following options:

  • I was going to ask you the same question.
  • I can't say that I am.
  • [SORCERER] My patron grants me many gifts, but extracting the larva is not one of them. I can't cure our parasites.

Choosing the third option will cause him to say that you should look for a healer together. You have two options:

  • Great plan. You can join me.
  • No thanks. I'm not looking for another companion.

Even if you choose the first option, Gale will not join you right away and will tell you that you already have enough company. He says he can join you later and meet you at your camp.


exclamation

Inside the grove you will find a tiefling named Zorru at this location (X:205 Y:568). Interaction with him will bring you approval Lae’zel. He starts with fear and turns to Lae’zel: “Is my friend’s blood not enough? Have you come to tear me apart too?”

Laezel counters that in the K'liir Manger, the formal greeting begins with a bow. Zorru asks you if this “creature” is with us? Your next options will look like this:

  • Yes. And I suggest you do as she says.
  • [DRAGONBORN] Look menacingly at the tiefling.
  • Wait, Lae'zel. I'll deal with this.

Choosing the second option will earn you the approval of Astarion, Laezel and Shadowheart. Zorru slowly lowers his head, but Laezel wants him to lower it even lower. Your next options will look like this:

  • Wait until the tiefling submits.
  • [DRAGONBORN] On your knees. She won't do it again.
  • That's enough, Laezel. I can handle it.

Choosing the second option will earn you another Laesel endorsement. Zorru bows and kneels. Laezel asks where Zorru saw the other Githyanki. Zorru replies that he saw him near a mountain pass on the road to Baldur's Gate. He also says that the Githyanki saw them before his friends noticed him, and stabbed Yul's friend with his blade.

Laezel then asks him to show it on the map. When Laezel gets what she asked for, Astarion intervenes and says that he hoped she would kill him. Laezel tells him to calm down and promises to grant his wish later. Your interaction with Zorru ends.

An exclamation mark will then appear above Laezel, interact with her to start a conversation. She says: “The locals are flexible. Useful quality.”

Then he joins her Shadowheart and says that she warned you that keeping Laezel around is dangerous and could soon lead to real problems. Your next options will look like this:

  • Are you planning on being so rude to everyone we meet?
  • You're skilled at interrogation—we may need that skill again.
  • What's next?

Choosing the first option will get you approved Shadowheart, but will cause disapproval Lae’zel и Astarion. Laezel responds: “When you have tentacles growing out of your mouth, will you still complain that I was rude?” Your next options will look like this:

  • Enough. Just tell me what our next step is.
  • Fine. You've proven your point.
  • Leave.

After choosing the first option, she says that if what Zorru said is true, and there are Githyanki west of here, then that must be our current destination. Your next options will look like this:

  • Hehe, did you say “sneezing”?
  • What is this “cleansing”?
  • Leave.

Laezel says that the manger contains Zaitisk, which will cleanse us of the parasite if we choose the second option. You are then presented with the first dialogue option again and can choose to continue the conversation or leave.


exclamation

Inside the grove, at this location (X:193 Y:548), you will find an old woman named Aunt Ethel. Interact with her and she'll start by making you the talk of the camp. As the conversation continues, she notices something unusual about you. She asks you what you need help with since she has a lot of potions at her disposal. Your next options will look like this:

  • Not necessary. I'm fine, really.
  • I'm just here to trade.
  • Let her take care of you.
  • Are you an alchemist?
  • Leave.

By choosing the second option, you will see her suggestions:

After exchanging goods, you can start the conversation again by interacting with her. Your next options will look like this:

  • I need help. I was infected with an illithid parasite.
  • It will not be worse. Show me your products.
  • Nothing yet.

Choosing the first option will bring approval Astarion, but will also cause dissatisfaction Shadowheart. As you tell your story, she nods. She then says that she feels sorry for you and that she doesn't see any signs of tentacles yet, but that can change in the blink of an eye and you urgently need serious help. She then remembers that she might have something at home that might help. Your next options will look like this:

  • Such as?
  • My time may be running out. I can't spend it on visiting your shop.
  • [SORCERER] There's something strange about you.

Choosing the first option will cause her to dismiss the idea and say that she is just an old lady who loves tea and potions. She then says that she will be heading home soon and marks her house on your map, if you ever decide to visit her, she has a cure there. This will end your conversation.

exclamation

If you decide to kill Kaga, Aunt Ethel will disappear without a trace. To avoid this situation, you should first delay completing the Kaga-related quest and head straight to Auntie Ethel to avoid this possible confrontation.

In case this scenario has already happened, you can head to the sun-drenched wetlands to try to find Aunt Ethel. There she is attacked by two men, accusing her of somehow harming their sister. Mairine. You can join this conversation and try to interrupt it. It is important to note that during the dialogue no skill checks will be required, and your choices will affect the outcome of events:

  1. Expose Aunt Ethel: If you expose Aunt Ethel to Myrina's brothers, she will go back to her house. However, the two brothers will eventually follow her, and you will see their dead bodies when you get to Granny's house.
  2. Tell them it's none of your concern: In this case, Aunt Ethel will get angry and kill Myrina's brothers on the spot before leaving.
  3. Take Aunt Ethel's Side / Tell them you know her: If you choose this option, the two brothers will become hostile and you will have to fight them.

exclamation

We have compiled a separate guide about this that you can study here!

The quest “Save Mairina” is optional. As part of this quest, Aunt Ethel will offer to try to get rid of the parasite in your head, but in return she will demand that you damage one of your eyes. Shadowheart. However, we do not recommend agreeing to this exchange, since Aunt Ethel is virtually unable to remove the parasite. In this case, you will be constantly subject to perception checks and will be at a disadvantage against Witch enemies.

If you tell Maireena the truth about her brothers or immediately attack Ethel, the “Find a Cure” quest update will not be activated (unless you talked to her in the Druid Grove), and the battle will begin. You can choose to fight or follow her once she starts moving.

It is recommended to take a short or long rest if you choose to fight so that you are prepared for the upcoming battles in this quest.


Location: Goblin Camp (X: 104, Y: 413)

The quest “Save Volo” is a side quest in Baldur's Gate III. To start the quest, go to the Goblin Camp. Things will begin to unfold as you get closer to the ruined sanctuary of Selune and notice the bard.

You'll find Volo performing in front of the crowd on a makeshift pedestal. Approach him and start a conversation. His performance will displease the mistress, and she will order Volo to be put back in the cage.

To find the bard, go inside the sanctuary. Volo's cell is in the third room to the right of the large hall. Approach her and start a conversation with Goblins Gibbo. There are several ways to free a poet:

  1. Use illithid abilities to force Gibbo to release Volo.
  2. Try to convince or trick Gibbo.
  3. Pay the ransom (50 or 100 gold).
  4. Attack the goblin and kill her.

After receiving the key to the cage, free Volo and talk to him. The bard will thank you for saving him and leave the sanctuary. In the near future you will be able to meet him in the camp.

You can trade with Volo. You can also tell him about the parasite in your head and let him examine you. After inspection, he will confirm the presence of the larva and ask for some time to figure out a way to remove it. Next time he will try to get rid of the parasite using a lobotomy. If you agree to this procedure, Volo will accidentally knock out your eye. You will receive a permanent debuff, or perhaps Volo will offer you an “eye” artifact, but will leave the camp.

Volo can also join your party during your adventures.


Continuing your search for a way to get rid of the parasite, you will go on a search and rescue of a druid named Halsin, who has been kidnapped by goblins. This task begins with invading a goblin camp and eventually takes you to the Broken Sanctum, a guarded area inside the camp. Objectives include freeing Halsin, who was last seen turning into a bear, and then killing all three goblin leaders: Dror Ragslin, True Soul Gut, and Mintaru.

In the Worg Stumps (X:393 Y:-60) you will find a caged bear being tormented by Brawler Tag. The bear is asking for your help, and you may decide to intervene and offer your help to the bear. The agreement here will cause the bear to attack the gate and a fight will begin. Your goal here is to ensure that no witnesses survive while you help the bear. After winning the fight, the bear turns into Halsin, the druid you've been looking for.

Turn to him for help in removing the parasite and he will recognize that you are different from others and not subject to the powers of the True Absolute. He informs you that he knows about the parasites and knows that someone is using powerful magic to modify the larvae. He explains that he cannot cure you, but still offers to help. He tells you that these powers come from the Moon Towers and a cure may be found there.

He claims that killing the three leaders will restore order. He asks for your help and offers to help you after he has secured his grove. In the following selection you can choose how to approach this:

  • Having a shapeshifting Druid Bear on your side can make things easier.
  • I'll deal with this. You stay safe.
  • The grove is not my problem. I need to concentrate on saving myself.
  • You're asking too much. I can not help you.

Choosing the second option, which allows Khalsin to leave, will give approval from Astarion, but censure from Shadowheart. After this conversation, you will find a locked iron grated door (X:410 Y:-32) and ask Astarion to unlock it for you. You will see the corpse of an elf on the wall there. Attempting to test Research here will require evaluation DC 5. Pulling out the body will open a tunnel that may lead to another area.

Return to the throne Drora Ragslina, where you first met him. This time there are no rituals, but he sits on his throne. For the best chance of surviving this battle, you'll want to eliminate Narvassa, Novice of the Absolute, which alone is above the throne behind Dror Ragslin.

However, the enemy will notice this, but you will have the advantage now that you were able to eliminate one of them. Be careful that no one in your party dies, but if one of your allies does die, you can use Scroll of Resurrection on him. Once the battle is over, go to the body of Dror Ragzlin and collect his key and a sample of the Centipede parasite. Your thoughts are interrupted when the dream visitor speaks to you in his mind. He commands you to absorb his potential, which can strengthen you. By refusing to do so, you will not receive any approval or disapproval from your current group.

However, if you refuse, Astarion encourage at least one of your group members to try it rather than letting it just sit in your backpack. This will update your journal in the personal quest if you prefer Embrace your potential by collecting the parasite's memory. With the key you recovered from Dror Ragzlin, you will be able to open Iron Gate right on the balcony behind his throne to obtain valuable items such as the Amulet of Selune's Chosen, Infernal Iron, Springstride Boots and other items.

Proceed to the locked Heavy Oak Doors at coordinates (X:310 Y:-25). Beware, as opening this door will cause enemies to attack you and your group. This will be a long battle and you must be well prepared for it. After defeating her, you've probably already killed all the goblin leaders. This event will inspire Laezel.

Next, return to Halsin, who asked you to help defeat the goblins in order to restore order and protect his grove. You will find it at coordinates (X394 Y:-31). Tell him that you have killed all three leaders. You can now invite Halsin to join your party and help you on your quest to get to the Towers. After this area, return to Druid Grove using the Travel Points you have unlocked. The closest one would be “Neighborhood of Emerald Grove“, and you will begin your journey from there to continue your quest with Halsin.


At this point, players should head west from the Ruined Village to reach the goblin camp. As you approach the entrance to the camp, you will have several options:

  1. Fool the guards: You can try to trick the guards into letting you in. In this case, you will have to show persuasive speech or use deception skills to convince them that you are friends or allies.
  2. Unnoticed penetration: If you prefer a more stealthy approach, you can try to sneak into the main camp building without being noticed. This will require stealth skills and may take longer, but will help avoid confrontation with security.
  3. Saving the Goblin Sazza: If you previously rescued the goblin named Sazu in the Emerald Grove, he can help you enter the goblin camp by providing access or information to make your invasion easier. (you can read the guide on how to do this follow this link!)

The choice from these options depends on your preferences and your character's skills.

After entering the building, you will have to pass another guard, and you have two main ways to do this:

  1. Trick the guard: You can try to convince the guard to let you meet with Faithful Gut. Use your persuasion or deception skills to convince him that you have permission or a reason to meet the priestess.
  2. Pass by secretly: If your character has high agility or stealth skills, you can try to sneak past the guard without being noticed. This requires caution and the ability to avoid detection.

It is important to note that it is recommended that you obtain the Absolute Mark while talking to Verna Gut, as this will make your access to other Absolute territories easier.

If players choose to accept the Mark of the Ultimate, they will learn that doing so displeases Shadowheart, which may affect their relationship with her. Some NPCs may also react negatively to this choice. However, on the plus side, the Mark of the Absolute opens up new dialogue options later in the story and allows players to use items intended for followers of the Absolute that would normally harm enemies. If the player does not have this sign, then he may be subject to attacks from these items.

So, after passing through security, move towards the large hall. There you will see a throne and Faithful Gut standing next to it.

Protect your mind from the penetration of the Faithful Gut. Next, there are two possible scenarios:

  1. If you choose to resist Faithful Gut's entry into your mind and pass the Insight check, she will not be able to learn about the tadpole and will lose interest in you. This option is the fastest and easiest way to complete the side quest, as you will not be held captive and you will be able to continue the main story.
  2. However, if you were unable to resist the penetration or even deliberately let Priestess Gut into your memories, then she will force you to drink a potion or cast a spell on you and you will lose consciousness. In this case, Corrilla will come to save you and the quest will end.

If, for some reason, Corrilla doesn't show up, you can ask your group to infiltrate the prison and help you get out. This may require some extra effort and battle, but will eventually allow you to complete the quest.


Towards the end of the second act you will be sent to the mountains or the Underdark. Go to the underworld and find the myconid settlement in the north of the map.

There you will meet Blorga: Talk to him and learn about a community that is improving life in the Underdark.

One of the members of this community is an illithid named Omelum. It was his race that infected the heroes, so Omelum understands this issue. This will begin the quest “Help Omelum investigate the parasite.” To complete it you will need special mushrooms.

Where to find mushrooms?

Go to the tower located in the south of the Underdark.

Be careful: there will be magical turrets on your way, which you can identify by their blue glow. Try to avoid them.

Get inside the tower through the window or try to break into the main door. But beware of the chest at the entrance, it is guarded by turrets.

Next you will find a faulty elevator. To fix it, take the Sussur flower nearby...

...and insert it into the generator. Remember that the flower temporarily deprives the hero and companions of magic nearby.

Go down to the bottom floor and find the mushrooms on the shelf.

Return to Mistletoe. He will prepare a potion from these mushrooms, but it will not help your hero. In addition, you will have to go through several checks in order to make sure the potion won't harm you.


So, everything points to one place: the Moonrise Towers, which are located in the Shadow-Cursed Lands, where the infected True Souls of the Cult of the Absolute come from.

Druid Halsin advises you to take the longer but relatively safer route through the Underdark, while an alliance with Mintara will allow you to pass through the Mountain Pass and enter directly into Cursed by the Shadow of the Earth.

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